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(2)Snowfall

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
"Snow has fallen upon this forested region of Gilneas. Stake your claim on the numerous goldmines located in the most extreme parts of this crisp landscape."

Buildings:

Goblin Merchant x2
Fountain of Health x1
Tavern x1
Shipyard x2
Mercenary Camp (Northrend) x1
Marketplace x1
Waygate x2

Creep camps:
Green x8
Orange x7
Red x5

It's my first melee map that i'm happy with, so critique is more than appreciated.

Changes so far:

Added 2 more gold mines to not make some match ups miserable
cleared up the trees at the fountain of health
mirrored critters
creep camp aggro ranges reduced to the camp setting
Previews
Contents

(2)Snowfall (Map)

Reviews
Knecht
Hey, nice terraining and a nice concept too. But there are some things that could be improved: - trees have gaps between them (toggle pathing by pressing P to see those gaps); workers can hide in them etc, everyone has made this mistake with their...
Daffa
Too long as Awaiting Update. Substandard until author requested another review.
Level 24
Joined
Nov 9, 2006
Messages
2,558
Looks fine for the most part.
It would be nice if you would include a complete view of the map.
It looks like you could exploit siege units against main base really hard here.
Air units might gain become a little too powerfull as well given the proximity to each others base.
I think i heard from Wtii's reviews that lot's of empty deep water can be bad for various reasons.
 
Last edited:
Level 22
Joined
Sep 24, 2017
Messages
150
Hey, nice terraining and a nice concept too. But there are some things that could be improved:

- trees have gaps between them (toggle pathing by pressing P to see those gaps); workers can hide in them etc, everyone has made this mistake with their first map
- item drops are too generous, look at this tutorial for item drop reference Competitive Melee Map
- it feels too clustered and has many chokes, mainly the road behind the bases, the rock at the top expo, area around tavern etc; could use some room to breathe
- the creeps all have massive aggro range, by double-clicking them you can set their aggro to Camp; leave the aggro Normal for the creeps at the goldmines
- critters aren't mirrored, UD can use them for skeletons

I might come back and write some more on this map as I've only had a quick look in the editor. Lovely to see Shipyards :cgrin:
Btw, it would be nice if left and right were connected by shallow water for some naval action.

EDIT: I had some more time to test things properly. To answer your question about tree placement, it can be a tedious task when you want it to have the proper way (1 next to another without collision) as you'd have to remove the trees you placed and carefully place the new ones. However, if you feel like a bad enough guy, you can just hold Shift (enables no collision when placing objects).

Here are some insights:
- 1 level 6 ghost isn't enough for a merc camp or a marketplace (more so on a map with lvl 6 items); if you were to put more creeps there, don't make the ghosts drop items as they can posses your units and destroy the item in process
- with the new goldmines added the islands and shipyards lose much of their use, I tried to fix this as you can see in the screenshot, I believe the murloc camps make it interesting by making the "river" passable only at night
- you could also make the island more welcoming by making it a orange camp for example or by adding more gold to the mine
- maybe add more space around the base, but i guess that's not a big issue

You know, you're not obliged to make any of these changes, it's your map after all.
 

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